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CCP Incognito

Posted - 2009.01.13 09:33:00 - [421]
 

Originally by: Kanya Nague
Maybe im crazy, but...if you want the NPCs you hunt to behave like players and fit like players...why dont you just go and PvP?

Why do you feel its needed to change the NPCs so that a PvP fit is better than a current PvE fit?
You can do missions in pvp fits, you just choose a PvE fit because its optimal isk/time.
You choose the risky path that nets more money, i dont see a flaw here?



But if the optimal fit for PvE is the same as your PvP fit what is the down side?

One of the new player experience problems is that there is nothing that teaches the player how to PvP. They get a good PvE fitting and unless anyone tells them they try to PvP in it, or they get jumped by another player and the fitting that they have than can tank several NPC's in goes down under a player in no time. This leads to the impression that the game is unbalanced, or that new players can't compete with experienced player.

So anything that leads a new player towards being a good PvP player means that they get to enjoy the game more.

Delkin
Amarr
Posted - 2009.01.13 10:28:00 - [422]
 

So you realy dont like Caldari ships then?

This optimum fit you seem to allude to dont inclued shield tanks or are you making scrams and webs interchangeable mid-low slot?

If new players dont learn pvp IT's your fault! They come out of the tutorial "mmm sweet game I like this"

1 jump into low sec, and "WTF", they soon learn as we are told Eve is a cold harsh place.


"So anything that leads a new player towards being a good PvP player means that they get to enjoy the game more."

Says who? This is your own mantra, how many find mining fun or playing the market, because they play the market they are not good at pvp therefore they dont enjoy the game.........Confused

Within the game there are many different paths you can take, the best thing is you carve your own game, be it mining, building or trading.

Try your "good pvp only player" see how you fare when you got NO ships to buy, No T2 ships or mods



As with the speed nerf, which then had a massive effect on missiles seems your tinkering with bits that dont need it, just go make some "NEW" missions add note "This mission has new pirates in they got new tricks" much like the warning you get in Mordus Headhunters





Aylara
Posted - 2009.01.13 11:03:00 - [423]
 

Edited by: Aylara on 13/01/2009 11:05:52
Originally by: CCP Incognito
But if the optimal fit for PvE is the same as your PvP fit what is the down side?


None, and i really like this change! In time we will get, new, combat able pilots to test our skill against. It will make raids more entertaining and challenging. Also, i don't have much satisfaction in hunting weak targets or fighting in blobs. For me, fighting against good PVP pilots is the most entertaining part in EVE. But, i guess that's just my thing! Wink

Opertone
Caldari
Deep Core Mining Inc.
Posted - 2009.01.13 11:09:00 - [424]
 

allow scared NPCs to escape combat, by MWD out and warping out.

Create real PvP situations, like you in your uber ship vs Dual Repp brutix, gank thorax and scram + dampener celestis.

Create NPC AI, where they act like real Pod pilots, analyze the situation and change behavior

Set up spider tanking NPCs, RR and neutralizing battleships. Let NPCs have gank setups, ewar setups and logistics.

Gommander spawns should be more ass kick, clever and always drop some loot or treasure map. Then commander spawns will be a happiness.

There should not be ultimate fit, like in PvP there is a counter, not a unified fitting.



OneSock
Crown Industries
Posted - 2009.01.13 11:21:00 - [425]
 

Originally by: CCP Incognito

One of the new player experience problems is that there is nothing that teaches the player how to PvP. They get a good PvE fitting and unless anyone tells them they try to PvP in it, or they get jumped by another player and the fitting that they have than can tank several NPC's in goes down under a player in no time. This leads to the impression that the game is unbalanced, or that new players can't compete with experienced player.



But PVE is a generally solo pass-time while solo PVP = asking to be ganked no matter what you fit, so the point is redundant really. You could call it the "running away" fit Wink

ry ry
Heroes.
Merciless.
Posted - 2009.01.13 13:10:00 - [426]
 

Edited by: ry ry on 13/01/2009 13:12:52
Originally by: Opertone
allow scared NPCs to escape combat, by MWD out and warping out.

belt rats already warp out if you don't put any damage on one of a spawn and kill all the others. at least they used to, not done much ratting for a while.

the holy grail would be 'learning' NPCs that adapt to the player's tactics, refit their ships appropriately and remember what they've learned.

Bartholomeus Crane
Gallente
The Crane Family
Posted - 2009.01.13 13:10:00 - [427]
 

Originally by: OneSock
Originally by: CCP Incognito

One of the new player experience problems is that there is nothing that teaches the player how to PvP. They get a good PvE fitting and unless anyone tells them they try to PvP in it, or they get jumped by another player and the fitting that they have than can tank several NPC's in goes down under a player in no time. This leads to the impression that the game is unbalanced, or that new players can't compete with experienced player.



But PVE is a generally solo pass-time while solo PVP = asking to be ganked no matter what you fit, so the point is redundant really. You could call it the "running away" fit Wink


Perhaps with some real AI, ratting would be an enjoyable alternative to solo PvP, or a support, or introduction into it.

BTW, as a solo PvPer, I don't agree with your statement. You just need to be more flexible, more smart, and more careful than the blobbers to get your kill, but it is still possible.

ry ry
Heroes.
Merciless.
Posted - 2009.01.13 13:52:00 - [428]
 

Edited by: ry ry on 13/01/2009 13:55:32

what i'd like most would be to be able to occasionally be suprised by the rat's tactics, rather than try to emulate a real player.

emulating a player raven in the belts would just involve giving them cloaks, and the fun of hunting PCs is to chase them from belt to belt, or system to system, anticipating their next move before finally engaging in a fight that could be broken up by reinforcements at any moment.

rats are just a resource to be harvested, like mining with better rewards and marginally more player input required. don't make them too clever, just smart enough to be interesting rather than a semi-afk snoozeathon.

Abrazzar
Posted - 2009.01.13 14:12:00 - [429]
 

Edited by: Abrazzar on 13/01/2009 14:12:52
Originally by: ry ry
rats are just a resource to be harvested, like mining with better rewards and marginally more player input required.

And this is everything that is wrong with rats, ratting and mission running.

Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.01.13 15:23:00 - [430]
 

Originally by: ry ry
Edited by: ry ry on 13/01/2009 13:55:32

what i'd like most would be to be able to occasionally be suprised by the rat's tactics, rather than try to emulate a real player.

emulating a player raven in the belts would just involve giving them cloaks, and the fun of hunting PCs is to chase them from belt to belt, or system to system, anticipating their next move before finally engaging in a fight that could be broken up by reinforcements at any moment.

rats are just a resource to be harvested, like mining with better rewards and marginally more player input required. don't make them too clever, just smart enough to be interesting rather than a semi-afk snoozeathon.
And that's exactly why the system isn't working, this isn't WoW afterall...
I'm quite hopeful we'll see some major changes out of this eventually, because if you can make the PvE more 'PvP-like’ (i.e. less ‘Whack-a-mole’) you'll probably get more people venturing into PvP and realising it really isn't that scary after all, and actually, 'pew pew' is a whole lot of fun. Cool

Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.01.13 15:29:00 - [431]
 

Edited by: Gabriel Karade on 13/01/2009 15:29:07
Originally by: OneSock
Originally by: CCP Incognito

One of the new player experience problems is that there is nothing that teaches the player how to PvP. They get a good PvE fitting and unless anyone tells them they try to PvP in it, or they get jumped by another player and the fitting that they have than can tank several NPC's in goes down under a player in no time. This leads to the impression that the game is unbalanced, or that new players can't compete with experienced player.



But PVE is a generally solo pass-time while solo PVP = asking to be ganked no matter what you fit, so the point is redundant really. You could call it the "running away" fit Wink
See, unfortunately that's the mindset the PvE in this game creates ("omg why bother I'll just get ganked"), and it isn't true. Solo PvP can be risky if you're playing the higher stakes (e.g taking Battleships out to fight solo), but it's a LOT of fun and can teach you a lot of good skills (real skills, not character skills) for group PvP. Cool

Salliene
Gallente
Paktu Sjet Armada
Galactic System Lords Alliance
Posted - 2009.01.13 15:44:00 - [432]
 

How about Rats don't spawn at the belts, they spawn at a "safespot" for them and then wait.

At that point they use tactics similar to a player. They scan nearby belts for players, giving priority to miners. If they find one, they all warp in on top of that player and engage. If the class of ship they detect is obviously going to wtfpwn them, they DON'T GO THERE. They engage in "fair" battles as best as the AI can come up with (BS versus BS or BC, not Frig versus BS).

If there are no ships they can detect, they just wait. While waiting they could get probed down and killed by covops players + support.

You could just make the "safespot" they spawn at one of the Cosmic Anomalies in the system. Then if the player finds the rats and clears the rats AND the anomaly, a different group (and preferably type) of rat spawns. This next group would have different resistances and damage output than the previous group.

Just some stuff..

ry ry
Heroes.
Merciless.
Posted - 2009.01.13 16:02:00 - [433]
 

Edited by: ry ry on 13/01/2009 16:12:43
Originally by: Gabriel Karade
Originally by: ry ry
Edited by: ry ry on 13/01/2009 13:55:32

what i'd like most would be to be able to occasionally be suprised by the rat's tactics, rather than try to emulate a real player.

emulating a player raven in the belts would just involve giving them cloaks, and the fun of hunting PCs is to chase them from belt to belt, or system to system, anticipating their next move before finally engaging in a fight that could be broken up by reinforcements at any moment.

rats are just a resource to be harvested, like mining with better rewards and marginally more player input required. don't make them too clever, just smart enough to be interesting rather than a semi-afk snoozeathon.
And that's exactly why the system isn't working, this isn't WoW afterall...
I'm quite hopeful we'll see some major changes out of this eventually, because if you can make the PvE more 'PvP-like’ (i.e. less ‘Whack-a-mole’) you'll probably get more people venturing into PvP and realising it really isn't that scary after all, and actually, 'pew pew' is a whole lot of fun. Cool


i dunno if an AI upgrade quite stretches to rewriting just about the only ISK creation mechanism in the game!

contrary to 'getting people into PvP' if generating enough money to purchase, insure and refit a ship becomes too difficult when you're skint and back in a t1 frigate again, people will be driven back into Empire, which isn't exactly known for it's quality PvP.

From a game-design point of view, ratting should be relatively easy. it's only a gathering skill ffs! faction and officer spawns on the other hand should ALWAYS be doublehard bastards.

Bartholomeus Crane
Gallente
The Crane Family
Posted - 2009.01.13 18:39:00 - [434]
 

Originally by: ry ry
i dunno if an AI upgrade quite stretches to rewriting just about the only ISK creation mechanism in the game!

contrary to 'getting people into PvP' if generating enough money to purchase, insure and refit a ship becomes too difficult when you're skint and back in a t1 frigate again, people will be driven back into Empire, which isn't exactly known for it's quality PvP.

From a game-design point of view, ratting should be relatively easy. it's only a gathering skill ffs! faction and officer spawns on the other hand should ALWAYS be doublehard bastards.


I don't know if AI stretches to it either, hell, I don't even know if you should call it AI. But the notion that PvE must be easy so that players can fly whatever they want, whenever they want is stupid.

EVE should not be about giving you everything you want, it should be about having to play intelligently and then giving you the reward you deserve. For to long now has PvE been treated as an Isk foucet instead of a gameplay choice. Where are those hard choices you have to make before fitting your next ship? The whole reason that meta items are worth crap is because Isk is so easy to make in PvE. I have no problem with that changing. In fact, I think doing PvP in T1 frigates is hilariously fun ...

Kanya Nague
SniggWaffe
Posted - 2009.01.13 19:50:00 - [435]
 

Originally by: CCP Incognito
Originally by: Kanya Nague
Maybe im crazy, but...if you want the NPCs you hunt to behave like players and fit like players...why dont you just go and PvP?

Why do you feel its needed to change the NPCs so that a PvP fit is better than a current PvE fit?
You can do missions in pvp fits, you just choose a PvE fit because its optimal isk/time.
You choose the risky path that nets more money, i dont see a flaw here?



But if the optimal fit for PvE is the same as your PvP fit what is the down side?

One of the new player experience problems is that there is nothing that teaches the player how to PvP. They get a good PvE fitting and unless anyone tells them they try to PvP in it, or they get jumped by another player and the fitting that they have than can tank several NPC's in goes down under a player in no time. This leads to the impression that the game is unbalanced, or that new players can't compete with experienced player.

So anything that leads a new player towards being a good PvP player means that they get to enjoy the game more.


I only recently started eve (i tried 1 year ago but had not enough time) and except for 3 missions and 1 time mining, all i did was competetive gameplay, espacially shooting stuff.
The market is competetive, manufacturing is, fighting is, holding 0.0 space is, etc
Missions are not at all. and yet they give great volumes of isk/time.

players get suck at missions, they do them at the beginning and say to themselves "ill do pvp when i am ready...when i have a cruiser - oh battlecruiser- make that battleship- make that enough isk to have 5 battleships-...". They get stuck in the comfort this lazy plastyle provides.
Changing missions as you propose to do changes nothing.
Players still dont need to compete against other players when doing missions.
as long as they dont need to do that, they probably will never learn more about pvp in any way.

Just because they fit the ship differently, they dont magically change their minds.

But for some people there is hope, i see many miners actually warp out and come back in a cruiser or better to fight off my frigate. Of course they loose horribly in their first fight ever, but i respect them for trying and i give them tips. They have the right mindset, but just got stuck mining/missioning "until i have a better ship so i can compete with the pirates".

Gabriel Karade
Gallente
Noir.
Noir. Mercenary Group
Posted - 2009.01.13 19:59:00 - [436]
 

Originally by: ry ry
Edited by: ry ry on 13/01/2009 16:12:43
Originally by: Gabriel Karade
Originally by: ry ry
Edited by: ry ry on 13/01/2009 13:55:32

what i'd like most would be to be able to occasionally be suprised by the rat's tactics, rather than try to emulate a real player.

emulating a player raven in the belts would just involve giving them cloaks, and the fun of hunting PCs is to chase them from belt to belt, or system to system, anticipating their next move before finally engaging in a fight that could be broken up by reinforcements at any moment.

rats are just a resource to be harvested, like mining with better rewards and marginally more player input required. don't make them too clever, just smart enough to be interesting rather than a semi-afk snoozeathon.
And that's exactly why the system isn't working, this isn't WoW afterall...
I'm quite hopeful we'll see some major changes out of this eventually, because if you can make the PvE more 'PvP-like’ (i.e. less ‘Whack-a-mole’) you'll probably get more people venturing into PvP and realising it really isn't that scary after all, and actually, 'pew pew' is a whole lot of fun. Cool


i dunno if an AI upgrade quite stretches to rewriting just about the only ISK creation mechanism in the game!

contrary to 'getting people into PvP' if generating enough money to purchase, insure and refit a ship becomes too difficult when you're skint and back in a t1 frigate again, people will be driven back into Empire, which isn't exactly known for it's quality PvP.

From a game-design point of view, ratting should be relatively easy. it's only a gathering skill ffs! faction and officer spawns on the other hand should ALWAYS be doublehard bastards.
Well a) Why should it be an easy, mind-numbing grind and b) where did anyone mention making it so hard everyone is stuck in T1 frigates?

It would be pretty straightforward to maintain the same isk per/hour balance by decreasing the number of ships, perhaps even dowgrading some of these NPC 'Battleships' (they really are so far behind it's not even funny anymore) to cruisers with the same bounties, only acting more like a player cruiser with some brains - more 'PvP-like' so that when people do encounter PvP it's not like playing a completely different game.

I really don't understand the nay-sayers position, how on earth can making the grind, less of a grind be a bad thing?? Exclamation

ry ry
Heroes.
Merciless.
Posted - 2009.01.13 21:41:00 - [437]
 

Originally by: Gabriel Karade
Well a) Why should it be an easy, mind-numbing grind and

Quote:

I really don't understand the nay-sayers position, how on earth can making the grind, less of a grind be a bad thing?? Exclamation

that's not what i was saying though, is it.

i'd much rather ratting was interesting, but if i tried to engage three player battleships and their frigate support in a cruiser i'd be lucky to get out with my pod.

it's easy to say "all ratting should be the same as PvP!!!" but you're not thinking it through.

besides, i'm not sure how realistic you can make a spawn of rats that don't warp around or blob up. ;)

Quote:
b) where did anyone mention making it so hard everyone is stuck in T1 frigates?


you want rats that are a challenge for your carrier or commandship. that's great. i want rats i can go up against in a cruiser - assuming your commandship is pushed to kill them, my cruiser is probably not going to make much of an impression at all.

so that leaves me with two options, persuade some corpmates to come ratting rather than do real PvP, or feck off to empire or lowsec ratting. nobody with any sense bothers solo ratting in lowsec, so i find myself back in empire shooting up very intelligent but virtually worthless frigates.

ratting is seriously boring, but it is just the shooty version of mining - it's a gathering profession.

make the rats worth more and the ratting ships will just change to make it easy again. there isn't a tremendous amount of skill and far more profit involved in fighterbombing 5-10mil rats.

ry ry
Heroes.
Merciless.
Posted - 2009.01.13 21:47:00 - [438]
 

Edited by: ry ry on 13/01/2009 21:52:49
Originally by: Bartholomeus Crane
EVE should not be about giving you everything you want, it should be about having to play intelligently and then giving you the reward you deserve. For to long now has PvE been treated as an Isk foucet instead of a gameplay choice. Where are those hard choices you have to make before fitting your next ship?

it is an isk faucet. it's the only isk faucet (excluding courier missions, but **** that).

where the heck did i say players should have unlimited money, and that ratting should be easy? i just don't quite understand how CCP can balance completely realistic rats that are fun to kill in every single ship.

perhaps i'm just **** at PvP, but i can't solo whole enemy gangs in my t1 frigate, no matter how much fun i'm having.

or do you actually mean that ratting should be the preserve only of gangs of battleships and/or caps?

ry ry
Heroes.
Merciless.
Posted - 2009.01.13 22:01:00 - [439]
 

also, how would you like to see enemy NPC gangs acting more realistically?

CCP Incognito

Posted - 2009.01.14 08:52:00 - [440]
 

Originally by: ry ry
it is an isk faucet. it's the only isk faucet (excluding courier missions, but **** that).



Actually ratting isn't the only isk faucet in EvE, mining is also a Isk faucet. If you don't consider mission rewards as part of ratting, they to are an isk Faucet.

As posted above, the AI changes we are making are not across the board. So 80% of the npc encounters will not change much* only the officer NPC will get the new capability, and probably the ships that spawn with them. These encounters will generally be less ships of a higher difficulty with the same bounty. The wormhole NPC will all have the new capability so be prepared for different combat style when you go into wormhole space.

The thread is sort of drifting in to balancing apposed to AI, think we can steer back onto topic?

* We are planning a across the board change in how NPC use EW. Currently a NPC has a chance to use EW and if it does you are scrambled. The plan is to make NPC EW like player EW so if you are loaded up with ECCM you can resist the NPC EW. This is the plan, yet to be executed so no guarantees.

ry ry
Heroes.
Merciless.
Posted - 2009.01.14 09:08:00 - [441]
 

Edited by: ry ry on 14/01/2009 09:15:29
i'm with you on that one. officers and faction should always be doublehard bastards.

what would also be cool is if enemy ships varied their tactics depending on what ship you were in - battleships don't *always* need to slowboat to their optimal. maybe once in a while a frigate would burn out and the bs would warp to that (meaning ratting ships need either range or *gasp* some kind of tackle) or if you were in a frig orbiting them they'd MWD into the asteroids, meaning just hitting orbit isn't the only bit of piloting involved.

(at risk of derailing proceedings slightly, mining isn't an isk faucet in that it doesn't introduce new currency to teh ecomomy, but i doubt you need me to tell you that Wink)

Animka
Gallente
Center for Advanced Studies
Posted - 2009.01.14 09:12:00 - [442]
 

Quote:
The plan is to make NPC EW like player EW so if you are loaded up with ECCM you can resist the NPC EW.

You mean, to be permajammed and sacrifice 2-3 ship slots for ECCM modules just to be able to deal with that?

CCP Incognito

Posted - 2009.01.14 09:38:00 - [443]
 

Originally by: Animka
Quote:
The plan is to make NPC EW like player EW so if you are loaded up with ECCM you can resist the NPC EW.

You mean, to be permajammed and sacrifice 2-3 ship slots for ECCM modules just to be able to deal with that?


No that NPC would have a jam strength, if you have a higher sensor strength then there EW has no effect.

But if you have no eccm then you get jammed like now.

As it sits currently on TQ you can't defend against NPC EW, if you fit all ECCM modules the NPC will still jam you. All I was talking about is that you will have a chance to defend against the EW, not that you will require ECCM.


CCP Incognito

Posted - 2009.01.14 09:47:00 - [444]
 

Originally by: ry ry
Edited by: ry ry on 14/01/2009 09:15:29
(at risk of derailing proceedings slightly, mining isn't an isk faucet in that it doesn't introduce new currency to the ecomomy, but i doubt you need me to tell you that Wink)


I disagree mining is adding isk in the form of minerals. the minerals come from this space. At the end of a mining cycle you have a amount of ore, that you then convert to minerals, and from that you convert it to isk. The sale of the minerals is a ISK transfer, but the initial acquisition of ORE is a faucet of adding resources to the game. Both add value to the economy of eve. It is like me earning Euros and you Dollars, we both are getting a resource that we can use or convert into goods.

If you think about it eve could be a barter system where I give a manufacture ore who gives me a ship. If I sell the ship some else could give me ore plus a little bit for my trouble. In the grand scope of it all Ore==Isk. Where a ship exploding is a net loss of resources from the economy.

Durzel
The Xenodus Initiative.
Posted - 2009.01.14 09:54:00 - [445]
 

Regarding officers, wouldn't it make more sense just to make them fly around in Dreads or something (on top of whatever AI you come up with). It never made a whole lot of sense that they just fly around in battleships with a token escort and are just as easy to kill as any other random NPC battleship.

I remember in a game called Earth & Beyond there was an "officer" pirate NPC who flew around from time to time and the guy was just ridiculously powerful. He minded his own business for the most part but if you attacked him and didn't have support with you, you were dead. Frankly if people are in 0.0 - where the officers spawn - then aren't they already putting themselves in danger intentionally?

Bit of a sidetrack, just a minor gripe - I'd like to see the likes of Estamel et al need a team to kill rather than individuals in HACs.

ry ry
Heroes.
Merciless.
Posted - 2009.01.14 09:58:00 - [446]
 

i'd differentiate between raw currency and mineral resources, since they both have fundamentally different applications.

But it's a big old can of worms and i suspect i'd quickly find myself out of my depth, having a fairly tenuous grasp of economics at the best of times!

ry ry
Heroes.
Merciless.
Posted - 2009.01.14 10:02:00 - [447]
 

Edited by: ry ry on 14/01/2009 11:10:48

Originally by: Durzel
Bit of a sidetrack, just a minor gripe - I'd like to see the likes of Estamel et al need a team to kill rather than individuals in HACs.

agreed. there should be a risk/reward factor relative to the X billion Estamel's Modified Rampant Rabbit will net you.

i wouldn't mind officers being some kind of non-sharded (don't say raid don't say raid don't say raid), uuh, 'boss' encounters requiring specific tactics to overcome.*



* first person to mention this would make eve like the other MMO, and therefor rubbish, is massively remedial and should L2P before GBTRunescape TBFH.

ollobrains2
Gallente
New Eve Order Holdings
Posted - 2009.01.14 10:30:00 - [448]
 

make all npc corps pvp factions, problem solved.

Ratchman
Posted - 2009.01.14 11:18:00 - [449]
 

Originally by: Vincenzo Delloro
Originally by: Tobias Sjodin
These things are really important to make PvE fun:

1. Unpredictability

2. Risk.

3. Reward.



You have to be careful though, because "unpredictability" flies dangerously close to "randomness", which many EVE players are philosophically opposed to.

I agree that there should be some variation and smarts in mob AI, but you don't want to get to the point where NPCs have a counter to your every action. Getting mob behaviour right is the work of years of tweaking, I don't think it's something that could be easily given a complete makeover.

Maybe a compromise would be to have a certain number of "attack patterns" for each mob/group of mobs. One might be EW-heavy, another involve kiting, another might be zerg-und-dps, etc

You could vary the incidence and detail of each pattern depending on factors like faction, location, number of ships, number of players nearby, etc without completely removing the element of surprise, but leaving the option open for players to learn the patterns and be able to recognise and counter them once they start executing.

That way, PVEers get their unpredictability without sacrificing the deep strategic thinking EVE is famous for.


Maybe a way to give some degree of unpredictability to the encounters without descending into randomness is to produce a set number of AI personalities. For instance, you could have one personality that primarily likes close range combat and tends to use tracking disruptors, and you could have a separate personality that prefers long-range and Ewar. This is just a 'bare bones' suggestion, but I quite like the idea of having no idea what type of personality you are going to get in an encounter, but knowing that there are some 'behaviour patterns' to watch out for. By identifying these patterns by watching the NPC(s) in action, it gives you some idea of the strategy you need to implement.

Abrazzar
Posted - 2009.01.14 13:20:00 - [450]
 

I was just reading something about NPC fleet invasions and event and was wondering...

What if missions were moved from a individually generated 'instance' acquired through an agent to events where you can sign up through your agent and work together with other people working for the same corp and agent.


So you check with your agent what's going on and he'll tell you that there's going to be a massive invasion of guristas pirates in around 10 minutes at a certain location and people are needed to crush them.

When you sign up, get added to the mission fleet and hop in to the action, fighting some 50+ Battleships with support alongside a group of other people. You'll get informed beforehand how many people are currently part of the mission so you can decide if it's worth your time.

At a certain time before the event unfolds, the mission gets locked and the amount of opposition can get scaled according to the amount of participants. Rewards are distributed either evenly or depending on what everyone could contribute.

Of course there would be loopholes that would have to be plugged with advanced logic to decide who gets what amount of rewards, discern leeches from participants, avoid mission buffering by adding alts to a mission, etc. but that's where AI comes in. Wink
Only problem would be the distribution of loot, though imho, removing all wreck ownership would be the easiest way to handle it, let the vultures go on a competitive feeding frenzy.

This would make missioning more of a community thing, though the freedom of choice to do a mission now for a certain amount of time will still be on the individual. Also it'd add some competition to missioning when the rewards get scaled by how much the individual contributed to the mission and people can wave their epeens around with showing off their epic mission boats.


Anyway, I think NPC AI is not only how the individual rats behave but also how missions ratting and exploration works, following a dynamic world logic.


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